ckirky Posted April 20, 2016 Share Posted April 20, 2016 On 4/12/2016 at 0:35 AM, War Eagle 1 said: Ive never seen Large Boat Parts fly…I've seen them jump and rip apart but not fly. flying boats i've got that problem tip is to park your ships on land (i.e. the beach) not in the water, return to SPH to collect more vehicles and only place them in the water if you have all the ships ou need and will not leave (go back to Space center) the problem is to do with buoyancy and that is why the ships must not load in on water. it is to do with the loading in, a temporary fix s to increase the load distance via the BD armory alt+b menu. Link to comment Share on other sites More sharing options...
War Eagle 1 Posted April 20, 2016 Share Posted April 20, 2016 1 hour ago, ckirky said: flying boats i've got that problem tip is to park your ships on land (i.e. the beach) not in the water, return to SPH to collect more vehicles and only place them in the water if you have all the ships ou need and will not leave (go back to Space center) the problem is to do with buoyancy and that is why the ships must not load in on water. it is to do with the loading in, a temporary fix s to increase the load distance via the BD armory alt+b menu. Yes i am aware of the work arounds. But fixes are better than work arounds Link to comment Share on other sites More sharing options...
xaj1x Posted April 20, 2016 Share Posted April 20, 2016 7 hours ago, War Eagle 1 said: If you scroll through the pages you can find where he did a 1.1 pre-release that works with 1.1 Where can I download the pre release version sorry I am new to this website -.- Link to comment Share on other sites More sharing options...
Matuchkin Posted April 20, 2016 Share Posted April 20, 2016 Can you add the TOS-1 buratino rocket launcher, with the napalm-rocket armament? Because that will be bad-S as hell... Link to comment Share on other sites More sharing options...
Fireheart318 Posted April 20, 2016 Share Posted April 20, 2016 27 minutes ago, Matuchkin said: Can you add the TOS-1 buratino rocket launcher, with the napalm-rocket armament? Because that will be bad-S as hell... And have a homing variant. They'd (probably) work by applying a large amount of heat to a part and then slowly adding more that won't go away for a while. Also, they'd have to work on the ground. I've had a few Kerbals cremated by touching extremely hot parts so it'll obviously be a hazard to some parts Link to comment Share on other sites More sharing options...
Matuchkin Posted April 21, 2016 Share Posted April 21, 2016 Perhaps make a fainter, more long-lasting explosion animation that lasts for 5 or 10 minutes. As you said, any unit that comes in would be Shish-Kebab. 10 minutes ago, Fireheart318 said: Also, they'd have to work on the ground. They're supposed to work on the ground. It's rocket artillery. Link to comment Share on other sites More sharing options...
Combatsmithen Posted April 21, 2016 Share Posted April 21, 2016 4 hours ago, ckirky said: flying boats i've got that problem tip is to park your ships on land (i.e. the beach) not in the water, return to SPH to collect more vehicles and only place them in the water if you have all the ships ou need and will not leave (go back to Space center) the problem is to do with buoyancy and that is why the ships must not load in on water. it is to do with the loading in, a temporary fix s to increase the load distance via the BD armory alt+b menu. Where is the NODAR from? Im assuming thats radar of some sort? Link to comment Share on other sites More sharing options...
Optionalcoast Posted April 21, 2016 Share Posted April 21, 2016 Ok so I have the 1.1 pre-release of this mod and when I launch a craft my mouse disappears. Its still their and I just cant see it even when i go to windowed mode. Link to comment Share on other sites More sharing options...
StarBruck Posted April 21, 2016 Share Posted April 21, 2016 (edited) 38 minutes ago, Optionalcoast said: Ok so I have the 1.1 pre-release of this mod and when I launch a craft my mouse disappears. Its still their and I just cant see it even when i go to windowed mode. You can either: Go to your last quicksave by pressing and holding F9 (Hopefully you created one) Switch to another craft Waggle your mouse everywhere until you're lucky enough to hit "Revert" or exit the save The last choice is to kill the game through task manager. I suggest you keep a quicksave handy once you launch any craft, just quicksave right when you spawn on the runway. Or, you can keep a stock craft parked nearby for easy switching. Edited April 21, 2016 by StarBruck Link to comment Share on other sites More sharing options...
V8jester Posted April 21, 2016 Share Posted April 21, 2016 1 hour ago, Optionalcoast said: Ok so I have the 1.1 pre-release of this mod and when I launch a craft my mouse disappears. Its still their and I just cant see it even when i go to windowed mode. Dev2 or Dev3? Dev3 fixes the hidden curser. Link to comment Share on other sites More sharing options...
Dman979 Posted April 21, 2016 Share Posted April 21, 2016 Perhaps this belongs in the discussion thread, I've got a question anyway. How do I edit the Weapon Manager part on my craft so that it will fire a missile every 0.2 seconds, instead of every 1 second (the current lowest value)? Link to comment Share on other sites More sharing options...
tetryds Posted April 21, 2016 Share Posted April 21, 2016 @BahamutoD your last fix to the mouse issue seems to be a bit too much, it makes it impossible to turn off the mouse, which prevents it from being hidden using free camera or MAF, also getting on the way of recording battle footages. Link to comment Share on other sites More sharing options...
Geberto Posted April 21, 2016 Share Posted April 21, 2016 (edited) Don't worked on 1.1(I am using steam version of the game) Edited April 21, 2016 by Geberto Link to comment Share on other sites More sharing options...
Halo305sparts Posted April 21, 2016 Share Posted April 21, 2016 3 hours ago, Geberto said: Don't worked on 1.1(I am using steam version of the game) https://github.com/BahamutoD/BDArmory/releases/tag/v0.11.0pre3 Link to comment Share on other sites More sharing options...
V8jester Posted April 21, 2016 Share Posted April 21, 2016 6 hours ago, tetryds said: @BahamutoD your last fix to the mouse issue seems to be a bit too much, it makes it impossible to turn off the mouse, which prevents it from being hidden using free camera or MAF, also getting on the way of recording battle footages. Could the curser ever be hidden before? I always just tucked it under the right side of the screen and left it there while recording. Also the BD target reticule never dissapeared in my instal either. Link to comment Share on other sites More sharing options...
tetryds Posted April 21, 2016 Share Posted April 21, 2016 Yes, you can hide it by pressing ]. You can also RMB double click if you have the option to enable free camera when you do that turned on. Mods can also require hiding the mouse, such as MAF, the fix prevents it from being hidden at all. Link to comment Share on other sites More sharing options...
Van Disaster Posted April 21, 2016 Share Posted April 21, 2016 (edited) OK, captured some "zoom & throttle off" behaviour with the labels on; I have my own ideas about why it's doing it but I'll not speculate; the craft doesn't seem to be evading or attempting to force an overshoot though. Caveat: this is my own build for 1.0.5, but I've not touched actual behavior or throttle control at all, and I've seen the same thing happen in the stock one. I did forget to turn lines on, sorry :S Spoiler https://www.youtube.com/watch?v=tPm2en16kDs Seems harmless until you put it in the position of a craft underneath pulling up & having a beautifully positioned & almost immoble target, as happens fairly often... Next up, working out why craft attempt to go orbital while flying to target Edited April 21, 2016 by Van Disaster Link to comment Share on other sites More sharing options...
xaj1x Posted April 21, 2016 Share Posted April 21, 2016 1 hour ago, Halo305sparts said: https://github.com/BahamutoD/BDArmory/releases/tag/v0.11.0pre3 The weapons manager isn't even working Link to comment Share on other sites More sharing options...
TwinKerbal Posted April 21, 2016 Share Posted April 21, 2016 I actually have a question about the current parts. Is the High Explosive Kill Vehicle 1 (HEKV-1) working? I would like to know because I am planning on building a battleship with the 1.1 performance increases, but I don't know of any other missiles that work in space. Link to comment Share on other sites More sharing options...
Svm420 Posted April 22, 2016 Share Posted April 22, 2016 1 hour ago, TwinKerbal said: I actually have a question about the current parts. Is the High Explosive Kill Vehicle 1 (HEKV-1) working? I would like to know because I am planning on building a battleship with the 1.1 performance increases, but I don't know of any other missiles that work in space. Doesn't work. No fix planned. Deal with it. Link to comment Share on other sites More sharing options...
Doctor Dimension Posted April 22, 2016 Share Posted April 22, 2016 This is going to sound very dumb of me, but which button fires missiles? Or is it in an action group, and if it is, how do I.....how does one action group? Link to comment Share on other sites More sharing options...
TwinKerbal Posted April 22, 2016 Share Posted April 22, 2016 1 minute ago, Doctor Dimension said: This is going to sound very dumb of me, but which button fires missiles? Or is it in an action group, and if it is, how do I.....how does one action group? It's an action group There's a special way to do it. find the part in the BD Armory tab that is called weapons manager place it on your ship (it can be anywhere) go up to the top left corner. There should be a tab with a wrench. click on it click on one of the custom buttons go click on the weapons manager there should be a bunch of options with arrows pointing to an empty action group spot. press the arrows if you want to link that button to that outcome. when you fly your plane and press that button, it should do what it says. Link to comment Share on other sites More sharing options...
StarBruck Posted April 22, 2016 Share Posted April 22, 2016 3 hours ago, xaj1x said: The weapons manager isn't even working Looks like I'm not the only one. BDArmory pre3 does not work with KSP 1.1 full release. You have to use BDArmory pre2. It works, but the FLIR tracking ball's UI is massive. Also, BDArmory Vessel Mover and Vessel Switcher are also not working with KSP 1.1 full release. Link to comment Share on other sites More sharing options...
Fireheart318 Posted April 22, 2016 Share Posted April 22, 2016 On April 21, 2016 at 7:02 PM, Matuchkin said: Perhaps make a fainter, more long-lasting explosion animation that lasts for 5 or 10 minutes. As you said, any unit that comes in would be Shish-Kebab. They're supposed to work on the ground. It's rocket artillery. Like a puddle of lava. Not a duck hunter Link to comment Share on other sites More sharing options...
War Eagle 1 Posted April 22, 2016 Share Posted April 22, 2016 5 hours ago, TwinKerbal said: I actually have a question about the current parts. Is the High Explosive Kill Vehicle 1 (HEKV-1) working? I would like to know because I am planning on building a battleship with the 1.1 performance increases, but I don't know of any other missiles that work in space. No and there are no plans to get it to work….in fact the only reason its still in is to avoid it breaking other peoples craft but really he should get rid of it Link to comment Share on other sites More sharing options...
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